Close
Showing results 1 to 10 of 41

Threaded View

  1. #39

    Default

    Quote Originally Posted by TheFallenOne View Post
    Good solution.
    Thanks. I think I'm going to reuse it in Mojo.

    The other advantage to this is you could likely (if it was ever found to be needed) pretty easily set Mojo up to allow the action taken on key up change dynamically on key down, based on some script, just have to override the data in the table. Of course, there's always that thin line we want to be careful not to cross, and I'm not entirely sure where I'd draw it in that case, haha.
    That's how HotkeyNet works and that's also how Mojo will work. The data in the table is actually a pointer to a hotkey definition that the user wrote (assuming one was written). The code in the definition can't change dynamically but the code can evaluate conditions dynamically and take different actions at different times, so it amounts to the same thing.

    (Edit: HotkeyNet does not and Mojo will not have the ability to know what's going on inside a game, so what I just wrote doesn't mean that they can be used for automation. When I say "conditions" I mean things like which program is in the foreground, which window the mouse is over, etc.)

    It's just a hotkey definition like any other hotkey definition that the user writes. With any hotkey definition, the user has to be careful not to do things that break rules. I don't think this becomes a bigger problem because the hotkey gets triggered on a release instead of a press.

    Right now we're talking about broadcasting instead of hotkeys, but broadcast is actually a subset of hotkeys where every key is a hotkey that sends itself both when it's pressed and released.
    Last edited by Freddie : 01-19-2010 at 12:58 PM
    �Author of HotkeyNet and Mojo

Posting Rules

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •